UISlider Thumb Image Pixelated - uiimageview

So I've got a UISlider that I've been working on and I need it to have a custom image. I've got a nice #2x image which has a great amount of pixels and looks great when I add it to a UIImageView, but the moment I use the same image for a replacement for the UISlider thumb image, it pixelates the heck out of it and makes the thumb of the slider look like crap. Any thoughts on how to remedy this?
Here is some of my sample code.
slider = [[UISlider alloc] initWithFrame:CGRectMake(sliderOffset, 29.5, siderW, 50)];
[slider addTarget:self action:#selector(sliderAction) forControlEvents:UIControlEventValueChanged];
[slider setBackgroundColor:[UIColor clearColor];
slider.minimumValue = 0.0;
slider.maximumValue = 10000.0;
slider.continuous = YES;
slider.value = 3000.00;
[slider setThumbImage:[UIImage imageNamed:#"Slider#2x.png"] forState:UIControlStateNormal];
[slider setThumbImage:[UIImage imageNamed:#"Slider#2x.png"] forState:UIControlStateHighlighted];
Thanks in advance!

Here's how I solved it:
1) Subclassed UISlider
2) Created a clear image and set the slider thumb to that clear image.
[self setThumbImage:[UIImage imageNamed:#"ClearImageForOverride.png"] forState:UIControlStateNormal];
[self setThumbImage:[UIImage imageNamed:#"ClearImageForOverride.png"] forState:UIControlStateHighlighted];
3) Created a UIImageView and made that follow the center of the thumb.
float imageWH = PassedInHeightWidthFromSubClass;
imageView = [[UIImageView alloc] initWithFrame:CGRectMake(0, 1, imageWH, imageWH)];
imageView.image = [UIImage imageNamed:#"NewThumbImage"];
[self addSubview:imageView];
[self bringSubviewToFront:imageView];
imageView.center = CGPointMake(thumbRect.origin.x + self.frame.origin.x + localImageViewCenter, self.frame.origin.y - sliderImageViewYOffset);
[self addTarget:self action:#selector(sliderValueChanged) forControlEvents:UIControlEventValueChanged];
4) Then when the sider value changes I tell the imageView where it's center should be.
-(void)sliderValueChanged {
CGRect trackRect = [self trackRectForBounds:self.bounds];
CGRect thumbRect = [self thumbRectForBounds:self.bounds trackRect:trackRect value:self.value];
imageView.center = CGPointMake(thumbRect.origin.x + self.frame.origin.x + localImageViewCenter, self.frame.origin.y - sliderImageViewYOffset);
}
Essentially with this you can have any size of image for the slider knob which looks great and works flawlessly as the knob.

Related

How do you create a UIImageView programmatically in Xcode

I just want to make an UIImageView programmatically that displays a 20by20 dot at point (50,50).(The image of the dot is called draw.png). For some reason nothing shows up on the screen.
Heres my code:
- (void)viewDidLoad
{
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,20,20)];
dot.image=[UIImage imageNamed:#"draw.png"];
[self.view addSubview:dot];
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
}
First, make sure draw.png exists in your project and that you are referencing it exactly (so if it's draw.PNG you should put #"draw.PNG"). Also, call [super viewDidLoad] before everything.
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view, typically from a nib
UIImageView *dot =[[UIImageView alloc] initWithFrame:CGRectMake(50,50,20,20)];
dot.image=[UIImage imageNamed:#"draw.png"];
[self.view addSubview:dot];
}
Try this :-
UIImageView *imageview = [[UIImageView alloc]
initWithFrame:CGRectMake(50, 50, 20, 20)];
[imageview setImage:[UIImage imageNamed:#"AppleUSA1.jpg"]];
[imageview setContentMode:UIViewContentModeScaleAspectFit];
[self.view addSubview:imageview];
In Swift :
let imageView = UIImageView(frame: CGRect(x: 50, y: 50, width: 20, height: 20))
imageView.image = UIImage(named: "draw.png")
self.view.addSubview(imageView)
This code is correct. Make sure draw.png exists in your project. You can do it by checking if [UIImage imageNamed:#"draw.png"] doesn't return nil.
Also, make sure you don't have another view on top of your image view.
make sure that image is in your project..
UIImageView *imgView=[[UIImageView alloc]initWithFrame:CGRectMake(100, 100, 50, 50)];
[imgView setImage:[UIImage imageNamed:#"xyz.jpg"]];//if your images extension is .png than no need to write extension of an image..
[self.view addSubview:imgView];
This code is perfect match an UIImageView:
UIImageView *IMG_view= [[UIImageView alloc] initWithFrame:CGRectMake(20 ,50 ,40 ,40)];
[IMG_view setTag:100]; //[IMG_view setTag:indexPath.row];
IMG_view.layer.borderWidth= 0.5 ;
IMG_view.layer.borderColor= [[UIColor clearColor] CGColor];
IMG_view.layer.cornerRadius= 3;
IMG_view.contentMode = UIViewContentModeScaleAspectFit;
[self.view addSubview:IMG_view];
IMG_view.image=[UIImage imageNamed:#"Loading_50x50.png"];

Cocos2D: openGL-es becoming transparent over UIView

For reasons outside the capabilities of Cocos2D, I needed to make it transparent and show UIView's behind it.
This works fine except under a certain circumstance. When a sprite's opacity becomes more transparent, it makes everything else in Cocos2D drawn under it become transparent for some reason which makes my UIViews show through.
Shown here on the first image is water tiles, drawn in Cocos2D with a UIView of the mountain and the sky showing under it. The second image is the same thing except in Cocos2D there's a black sprite covering the whole screen at half opacity, which for some reason, makes the UIView under it show through. Where this is most visible in my example is the mountain showing through the water tiles.
My delegate's applicationDidFinishLaunching code is as follows:
- (void) applicationDidFinishLaunching:(UIApplication*)application
{
// Init the window
window = [[UIWindow alloc] initWithFrame:[[UIScreen mainScreen] bounds]];
// Try to use CADisplayLink director
// if it fails (SDK < 3.1) use the default director
if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
[CCDirector setDirectorType:kCCDirectorTypeDefault];
CCDirector *director = [CCDirector sharedDirector];
// Init the View Controller
viewController = [[RootViewController alloc] initWithNibName:nil bundle:nil];
viewController.wantsFullScreenLayout = YES;
EAGLView *glView = [EAGLView viewWithFrame:[window bounds]
pixelFormat:kEAGLColorFormatRGBA8 // kEAGLColorFormatRGBA8, kEAGLColorFormatRGB565
depthFormat:0 // GL_DEPTH_COMPONENT16_OES
];
// attach the openglView to the director
[director setOpenGLView:glView];
glView.opaque = NO;
#if GAME_AUTOROTATION == kGameAutorotationUIViewController
[director setDeviceOrientation:kCCDeviceOrientationPortrait];
#else
[director setDeviceOrientation:kCCDeviceOrientationLandscapeLeft];
#endif
[director setAnimationInterval:1.0/60];
[director setDisplayFPS:YES];
//color/gradient BG
bgLayer = [ColorBGView createGradientWithName:#"darkCave"];
CGRect screenRect = [[UIScreen mainScreen] bounds];
CGFloat screenWidth = screenRect.size.width;
CGFloat screenHeight = screenRect.size.height;
bgLayer.frame = CGRectMake(0, 0, screenHeight, screenWidth);
[viewController.view.layer insertSublayer:bgLayer atIndex:0];
// add custom parallax view
parallaxView = [[ParallaxView alloc] init];
parallaxView.frame = CGRectMake(0, 0, 1024, 768);
[viewController.view insertSubview:parallaxView atIndex:1];
[parallaxView release];
// make the OpenGLView a child of the view controller
[viewController.view insertSubview:glView atIndex:2];
viewController.view.opaque = YES;
viewController.view.backgroundColor = [UIColor blackColor];
// make the View Controllers childs of the main window
window.rootViewController = viewController;
foregroundLabelView = [[ForegroundLabelView alloc] init];
foregroundLabelView.frame = CGRectMake(0, 0, 1024, 768);
[viewController.view insertSubview:foregroundLabelView atIndex:3];
foregroundLabelView.hidden = YES;
[foregroundLabelView release];
[window makeKeyAndVisible];
// Default texture format for PNG/BMP/TIFF/JPEG/GIF images
// It can be RGBA8888, RGBA4444, RGB5_A1, RGB565
// You can change anytime.
[CCTexture2D setDefaultAlphaPixelFormat:kTexture2DPixelFormat_RGBA8888]; //
[glView setMultipleTouchEnabled:YES];
// Removes the startup flicker
[self removeStartupFlicker];
// Run the intro Scene
[[CCDirector sharedDirector] runWithScene: [BlankScene scene]];
}
Please let me know if you need anything else. Thank you.

xcode: segmented control appears on sim, not on device

I have an iPad app with several segmented controls, including one view with two controls.
On that view, everything shows in the sim, both normal and retina. However, in the device, only one shows.
Below is the code that does not show on the device.. I have checked and all the images that make up the control are copied in the bundle resources. I've tried removing, cleaning, etc. No joy. I must be missing something (hopefully simple)..
UISegmentedControl *controls = [[UISegmentedControl alloc] initWithItems:
[NSArray arrayWithObjects:
[UIImage imageNamed:#"1.png"],
[UIImage imageNamed:#"2.png"],
[UIImage imageNamed:#"3.png"],
[UIImage imageNamed:#"4.png"],
[UIImage imageNamed:#"5.png"],
[UIImage imageNamed:#"6.png"],
[UIImage imageNamed:#"7.png"],
nil]];
CGRect frame = CGRectMake(35, 70, 700, 35);
controls.frame = frame;
}
[controls addTarget:self action:#selector(drawSegmentAction:) forControlEvents:UIControlEventValueChanged];
controls.segmentedControlStyle = UISegmentedControlStyleBar;
controls.momentary = YES;
controls.tintColor = [UIColor grayColor];
[self.view addSubview:controls];
}
For reference, this code in the same view does work:
For reference, this control code does work:
-(void) buildColorBar {
//NSLog(#"%s", __FUNCTION__);
UISegmentedControl *colorControl = [[UISegmentedControl alloc] initWithItems:
[NSArray arrayWithObjects: [UIImage imageNamed:#"White.png"],
[UIImage imageNamed:#"Red.png"],
[UIImage imageNamed:#"Yellow.png"],
[UIImage imageNamed:#"Green.png"],
[UIImage imageNamed:#"Blue.png"],
[UIImage imageNamed:#"Purple.png"],
[UIImage imageNamed:#"Black.png"],
nil]];
NSLog(#"Portrait");
CGRect frame = CGRectMake(35, 950, 700, 35);
colorControl.frame = frame;
// When the user chooses a color, the method changeBrushColor: is called.
[colorControl addTarget:self action:#selector(changeBrushColor:) forControlEvents:UIControlEventValueChanged];
colorControl.segmentedControlStyle = UISegmentedControlStyleBar;
// Make sure the color of the color complements the black background
colorControl.tintColor = [UIColor grayColor];
// Add the control to the window
[self.view addSubview:colorControl];
}
Is there a rule against using two segmented controls in one view?
I found that one image in the segmented control - while it looked like it was in the bundle - it wasn't. PITA, but at least, it works..

How to stretch (scale) image on a UIView?

How can i take an image and stretch it to fill the screen on my UIView (320/460)
I am loading and placing it, however as you can see, some scaling is needed.
Thank you!
CGRect gameArea = CGRectMake(0, 0, 320, 460);
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithImage:backgroundImage];
[myImageView setContentMode:UIViewContentModeScaleToFill];
UIView *topView = [[UIView alloc] initWithFrame:gameArea];
[topView addSubview:myImageView];
[[self view] addSubview:topView];
Like I said in my comments above to Shamsiddin's post, the UIImageView needs a size to know where to stretch to. Here I'm using the same size of the UIView. I've added another answer because the code to UIView is missing. So here's the complete code.
// Area of the UIView and UIImageView
CGRect gameArea = CGRectMake(0, 0, 320, 460);
// Create UIImageView with Image
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:gameArea];
[myImageView setImage:[backgroundImage stretchableImageWithLeftCapWidth:3 topCapHeight:3]];
[myImageView setUserInteractionEnabled:YES];
// Create UIView and insert subview
UIView *topView = [[UIView alloc] initWithFrame:gameArea];
[topView addSubview:myImageView];
[[self view] addSubview:topView];
CGRect gameArea = CGRectMake(0, 0, 320, 460);
UIImage *backgroundImage = [UIImage imageNamed:#"green_background.jpg"];
UIImageView *myImageView = [[UIImageView alloc] initWithFrame:gameArea];
[myImageView setImage:[backgroundImage stretchableImageWithLeftCapWidth:3 topCapHeight:3]];
[myImageView setUserInteractionEnabled:YES];
[self.view addSubview:myImageView];
try
UIView *view;
view.ContentMode = UIViewContentModeScaleToFill;
I just did this in my own iOS5 app, i needed to dynamically set the background image and scale it. Imagine you are doing this in - (void)viewWillAppear:(BOOL) animated
UIImageView *imageview = [[UIImageView alloc] initWithFrame:self.view.frame];
[imageview setContentMode:UIViewContentModeScaleAspectFill];
[imageview setImage:[UIImage imageNamed:#"Background.png"]];
[self.view addSubview:imageview];
[self.view sendSubviewToBack:imageview];
So we create the view, set it's scaling mode, add the bg image, set it as the subview in the main view and then push it to the back so it does not occupy any other subviews.
Please accept this answer.

Expanding and Shrinking UIView in iPhone

I am working on an iPhone games like application, where I have to ask one question and corresponding answers on UIButoons. When user presses any button I show right and wrong image based on chosen answer. I create answer view by following code and attach it to main view:
-(void)ShowOutputImageAsAnswerView:(BOOL)correct
{
viewTimer = [NSTimer scheduledTimerWithTimeInterval:0.3 target:self selector:#selector(RemoveSubViewFromMainView) userInfo:nil repeats:YES];
UIView *viewOutput = [[UIView alloc]initWithFrame:CGRectMake(200, 100, 80, 80)];
viewOutput.tag = 400;
viewOutput.backgroundColor = [UIColor clearColor];
UIImageView *imgAns = [[UIImageView alloc] initWithFrame:CGRectMake(0, 0, 70, 70)];
if (correct)
{
imgAns.image = [UIImage imageNamed:#"correct_icon.png"];
}
else
{
imgAns.image = [UIImage imageNamed:#"wrong_icon.png"];
}
[viewOutput addSubview:imgAns];
[self.view addSubview:viewOutput];
[self.view bringSubviewToFront:viewOutput];
[imgAns release];
[viewOutput release];
}
I have to show this answer view in the animated form. And this animation will start from its 0 pixel to 80 pixel. Means expanding and shrinking view.
How can it be implemented?
Can it directly be used with imgAns?
You create an animation by doing something like this:
myView.frame=CGRectMake(myView.frame.origin.x,myView.frame.origin.y,0.,0.);
[UIView animateWithDuration:1
animations:^{
//put your animation here
myView.frame=CGRectMake(myView.frame.origin.x,myView.frame.origin.y,80.,80-);
}];
I haven't tried this code, but it should give you a good perspective of how to do it.

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